April 30, 2016
Haskell | Game | comp1100-2016-assignment2

Making the Right Move

Pre-Assignment Checklist

Knowledge: You understand algebraic data structures and can form new ones based on the given requirements.
Skills: You can write and handle recursive functions and data structures. Specifically, you have experience with trees from the lectures and this weeks lab.
You can write a technical report.
You have read the assignment text below in full.
Setup

Fork this assignment repository on gitlab.
Share your fork on gitlab with your lab tutor as reporter.
Use git clone https://gitlab.cecs.anu.edu.au/uXXXXXXXX/comp1100-2016-assignment2.git (where uXXXXXXXX is your ANU id) from your personal workspace (on the lab machines or on your personal computer) to clone a working copy of the repository in which to develop your code.
From within your cloned folder in your personal workspace (on the lab machines or on your personal computer) use the command git remote add assignment https://gitlab.cecs.anu.edu.au/comp1100-2016/comp1100-2016-assignment2.git to allow you to pull upstream updates from the main assignment repository.
WE EXPECT ALL STUDENTS TO PROPERLY SHARE THEIR ASSIGNMENT WITH THEIR TUTOR AS REPORTER TO RECEIVE ANY MARKS!
Outline

April 29, 2016
MIPS | OS | HOMEWORK 8

HOMEWORK 8
1. Assume an invalidation protocol works on a snooping bus for a single cache block (X) with write-back caches. Given the sequence of CPU activities, fill in the rest of the following table. (40 points)

CPU Activity
Bus Activity
CPU A’s Cache
CPU B’s Cache
Memory

April 25, 2016
Haskell | Game | CS35101 – Computer Architecture Spring 2016

CS35101 – Computer Architecture Spring 2016
Project # 3 (25 points)
Due by Sunday, April 24, 2016 by 11:59 p.m. in Subversion
Introduction
In statistics, arithmetic mean μ (or simply mean, average, or expected value) of a series
0, 1, 3, … −1 is defined as:
Project Description
1 −1
= ∑ =0
Write an assembly program that reads a list of floating point numbers from the keyboard and displays the measure given above on the simulator’s console.
The input specifications are given below:
 The input vector should be of given size (provided by the user). For example if the input
is 10, then N=10. You MUST save this number as in integer. Later you will need to
convert it to a float. You may assume the user will not enter more than 20 numbers.
 Each element of input vector should be a 3 decimal digits number (one for integer part
and two digits after decimal point)
For example, given the following input vectors:

April 22, 2016
Data Mining |Machine Learning | Final Term Project: Option 2 Unsupervised Data Mining (Clustering)

Part 1
Generate a set S of 500 points (vectors) in 3-dimensional Euclidean space. Use the Euclidean distance to measure the distance between any two points. Write a program to find all the outliers in your set S and print out these outliers. If there is no outlier, your program should indicate so. Use any programming language of your choice (specify the programming language you use in the project).
Next, remove the outliers from S, and call the resulting set S’.

Part 2
(1) Write a program that implements the hierarchical agglomerative clustering algorithm taught in the class to cluster the points in S’ into k clusters where k is a user-specified parameter value.
(2) Repeat part 1 and (1) above on two additional different datasets.
ite
Notes on the hierarchical agglomerative clustering algorithm
In determining the distance of two clusters, you should consider the following definitions respectively: 
the distance between the nearest two points in the two clusters, 
the distance between the farthest two points in the two clusters, 
the average distance between points in the two clusters, 
the distance between the centers of the two clusters.
Use the definition that yields the best performance where the performance is measured by the Silhouette coefficient.

April 16, 2016
Programming Assignment 1 Due:Friday: 4/18/16 8PM PST 1

Programming Assignment 1
Due:Friday: 4/18/16 8PM PST 1
1 Overview
Your task is to complete a UDP peer-to-peer client which contacts a registration server to obtain a peer ID. Your peer will also contact the registration server to download a list of available peers you can contact. With this contact list you can send messages between peers.
Your code must work in the UNIX environment.
You may use any programming language you wish, but like the previous programming as- signment, we recommend you use Python as its the supported language in this class.
Remember Postel’s Law/the Robustness Principle: Be conservative in what you send, be liberal in what you accept. Handle errors (for example, malformed messages) as gracefully as you can.

April 16, 2016
MIPS | OS | CIS 341 Computer Organization and Programming Systems 2016 Spring Homework 7

1. Read the page table, TLB and Cache table and answer the questions below:

Addressing

l 14-bit virtual address l 12-bit physical address l Page size = 64 bytes

What would happen if a CPU needs to

1.1 Access the address 0x0364 1.2 Access the address 0x033D 1.3 Access the address 0x036B

Please explain the results in following aspects:

l Is there a TLB hit or miss?

l Is there a cache hit or miss?

l What is the result of the memory access or is there a page fault?

April 13, 2016
C | MIPS | Rewrite a memmove

Write a memmove() in C function that uses integer copies instead of byte copy whenever
possible. The function needs to provide for the case where the memory partially overlaps
and starts at an address which may not be aligned to the size of integers. Compile the
code into MIPS assembly and use the Mars simulator to test your code: use addresses that
are aligned to 4 bytes and addresses that are not. (Due April 6, 2016 @ 7:30pm in class as
hardcopy)

April 9, 2016
COMP115 Introduction to Computer Scienc

Part One submission due: 9:00am, Tuesday March 29, 2016 (Week 5)

Parts Two and Three submission due: 9:00am, Monday April 11, 2016 (1st week of lecture recess)

Learning Goals

This assignment contributes to the learning outcomes of COMP115 as follows:

• Apply problem solving skills to develop algorithms that solve small to medium-sized computational problems: Introductory experience in developing an algorithm to solve a problem from an informal specification of the problem.

• Design and code implementations of their algorithms in an imperative programming language: Practical experience in translating a simple algorithm into an equivalent Processing program that uses drawing, animation and variables.

• Use standard software engineering practices to document, debug and test their programs: Experience in developing a clear program from a specification, testing the conformance of the program to the specification, and debugging any problems that are detected.

April 5, 2016
cloud server c implemenetation

 

CS 485 Project 5: A cloud server

 

Introduction

Over the past few years, the concept of a “cloud” where our programs and data can live has become very popular. What makes the cloud possible is a combination of Internet communication (enabling communication with servers located anywhere in the world) and virtualization of resources (enabling providers to offer/sell storage and computation inside the network). We are seeing companies race to put there services in the cloud, and users are rapidly embracing services in the cloud.

One of the most popular services is cloud file storage; the ability to upload your data to the cloud and then to download it whenever your need it to any device that needs it. Today we see an seemingly endless list of cloud storage providers (e.g., Amazon Cloud Drive, Google Drive, Apple ICloud, Box, DropBox, MS SkyDrive, SpiderOak, and others).

April 4, 2016
game Battleship python implementation

4.1 Overview

Computer games are nearly as old as electronic computers themselves. The first tic-tac-toe game was programmed on an EDSAC vacuum-tube computer. Your job will be to expand the Battleship program started in earlier labs into a fully-playable game.

4.2 The game of Battleship

Wikipedia has a thorough description of the origins of the game of Battleship. For purposes of this assignment, follow the following rules.

1.The game is played between two players (one human and one computer for your program).

2.Each player has an identical set of ships. Each ship has a length, a name (e.g., “submarine”), and a symbol (a letter, e.g., “S”).